Reference
Moves
Every move in the game. TN is the Target Number you must meet or beat on 2d10 for the move to land. MC is the Move Cap — how many times it can be used before a rest.
195 of 195 moves
| Move | Type | Cat. | Damage | To hit | MC | Effect | Sound |
|---|---|---|---|---|---|---|---|
Absolute Chaos Causes literal mass destruction | Zilla | physical | 120 | +6 | 3 | recoil 100% Priority +6 | barrage |
Abyssal Surge Water from far enough down that it has never been warm. It arrives all at once and leaves nothing standing. | Tide | special | 85 | +6 | 5 | — | beam |
Acrid Spit A caustic glob that frequently poisons. | Venom | special | 30 | +10 | 20 | poison 30% | charge-strike |
Adamant Edge The rim is not decorative. Whatever it lands on stops being whole. | Metal | physical | 90 | +4 | 3 | def down 30% | slash |
All Voices Three faces say the same thing at once, and there is nowhere to stand where only one of them can be heard. | Psyche | special | 100 | +4 | 3 | — | barrage |
Ancient Grain Calls on something milled long before anyone was keeping count. The air goes dry and very old. | Dragon | special | 90 | +6 | 3 | charge 100% | beam |
Apex Roar Not a threat and not a challenge. An announcement, from the thing that no longer has to make either. | Zilla | special | 90 | +4 | 3 | — | rain |
Arc Strike A jagged bolt that often locks the muscles. | Bolt | special | 55 | +8 | 15 | paralyze 25% | projectile |
Atomic Wave A rolling wall of contaminated heat. It lingers long after it passes. | Zilla | special | 75 | +6 | 5 | poison 25% | barrage |
Baleful Hiss A long, low sound from somewhere inside the smoke. Whatever it was about to do, it thinks better of it, and puts less behind the next one. | Venom | status | — | +10 | 15 | intimidate 100% | aura |
Best Friend Whatever it is up against, it has decided you matter more. Nothing in the world moves a small dog like that. | Fae | special | 95 | +4 | 3 | — | projectile |
Bitter Wind Not the cold that hurts. The cold that makes everything take longer than it should, aim included. | Frost | status | — | +10 | 20 | attack down 100% | aura |
Blight Fang A bite that leaves more than a wound. | Venom | physical | 60 | +8 | 10 | poison 40% | lunge |
Body Check A shoulder, put where the other one was going. Nothing clever about it and nothing wrong with it either. | Normal | physical | 50 | +8 | 15 | — | charge-strike |
Borrowed Sting Everything it has eaten that could sting is still in there, and still works. None of it was its to begin with. | Venom | physical | 60 | +8 | 10 | poison 40% | slash |
Boulder Obliterate A rock the size of the argument, delivered end-on. | Stone | physical | 50 | +8 | 15 | — | shockwave |
Boulder Slam Brings down a heavy mass of rock. | Stone | physical | 70 | +8 | 10 | flinch 20% | lunge |
Bounce Goes up, comes down on them, and looks pleased about it. | Gale | physical | 35 | +10 | 20 | — | slash |
Bracing Stance Digs in and raises Defense by one stage. | Normal | status | — | +10 | 20 | def up 100% | aura |
Brainfreeze Cold arrives somewhere behind the eyes, all at once, and the target briefly loses the thread. | Frost | special | 80 | +6 | 5 | confuse 25% | beam |
Bramble Crush Wraps the target in thorned vines and squeezes. | Verdant | physical | 80 | +6 | 5 | recoil 100% | shockwave |
Bramble Reach Those long arms reach further than they have any right to, and what they take, they keep. | Fist | physical | 55 | +8 | 15 | drain 100% | lunge |
Brinespit Salt water, delivered with more accuracy than warmth. | Tide | special | 45 | +8 | 15 | — | vortex |
Bristle Jolt Raises every bristle along its back and leans in. A small shock, and it always arrives. | Bolt | physical | 40 | +8 | 15 | paralyze 10% | charge-strike |
Bulwark Slam Puts its whole weight behind the face of the shield. | Metal | physical | 60 | +8 | 10 | — | slash |
Burrow Goes under and comes up somewhere less convenient for the target. | Stone | physical | 35 | +10 | 20 | — | charge-strike |
Chill Touch A numbing cold that slows the limbs. | Frost | special | 30 | +10 | 20 | spd down 20% | barrage |
Chip Tooth Bites down on something a great deal harder than a tooth, and wins anyway. | Normal | physical | 35 | +10 | 20 | — | shockwave |
Chitin Jab Drives a hardened forelimb in and pulls it straight back out. | Insect | physical | 35 | +10 | 20 | — | charge-strike |
Cinderfang Bites down with jaws hot enough to scorch. Powerful, but hard to land. | Flame | physical | 75 | +6 | 5 | burn 30% | lunge |
Cliffbreak Something the size of a wall, arriving at the speed of a thrown one. Easy to see coming and not much help. | Stone | physical | 90 | +4 | 3 | — | lunge |
Corrode Slow the first time and much faster after. Armour is only armour until it is not. | Metal | status | — | +10 | 15 | def down 100% | vortex |
Creeping Dark Arrives from the edges rather than the front, which is why it is usually already there. | Umbra | special | 55 | +8 | 15 | — | beam |
Crosswind Nothing strong enough to knock anything over. Strong enough that nothing goes quite where it was aimed. | Gale | status | — | +10 | 20 | attack down 100% | vortex |
Cyclone Rend Tears at the target from every direction at once. | Gale | special | 75 | +6 | 5 | recoil 100% | projectile |
Dead Short Grounds the tail through whatever it is holding and lets go of everything at once. There is nothing left in it afterwards. | Bolt | special | 110 | +6 | 3 | recharge 100% | beam |
Dead Weight All of it, all at once, in whatever direction it was already going. | Normal | physical | 55 | +8 | 15 | — | charge-strike |
Deep Root Sinks roots through whatever it is standing on and drinks. Old growth does not stay wounded for long. | Verdant | status | — | +10 | 10 | heal 100% | aura |
Deepwater Slam Drops on them with the weight of everything above a trench. | Tide | physical | 80 | +6 | 5 | flinch 25% | charge-strike |
Deluge Calls down a wall of water. | Tide | special | 85 | +6 | 5 | self def down 100% | nova |
Dig In Settles. Whatever is coming will have to move it first, and it has decided not to be moved. | Stone | status | — | +10 | 20 | def up 100% | vortex |
Dragofly Something enormous goes past at a distance, and the argument is simply over. | Fae | special | 110 | +2 | 3 | — | projectile |
Earthquake Puts one foot down, then the other, and does not stop. Whatever was standing is not standing by the time it finishes. | Terra | physical | 100 | +4 | 3 | — | charge-strike |
Eclipse Maw Something opens in the dark and closes on the target. | Umbra | physical | 75 | +6 | 5 | flinch 20% | lunge |
Elder Stare Looks at it for slightly too long. Whatever it had planned now seems like less of a plan. | Dragon | status | — | +10 | 15 | dmg down 100% | vortex |
Ember Lash A whipping tongue of fire that often leaves a burn. | Flame | physical | 40 | +8 | 15 | burn 20% | erupt |
Emberwash A low sheet of fire that goes wherever the ground goes. | Flame | special | 60 | +8 | 10 | — | projectile |
Endless Night A dark with no morning behind it. Most things stop moving on their own. | Umbra | special | 85 | +6 | 5 | flinch 20% | rain |
Fault Line Finds the crack that was already there and persuades it to keep going. | Stone | status | — | +10 | 15 | def down 100% | aura |
Feeding Frenzy Something switches off behind the eyes. What is left is only interested in one thing. | Zilla | status | — | +10 | 20 | dmg up 100% | aura |
Final Embrace The hug it has been building to since it was small. Nothing gets to move before this. | Spirit | physical | 120 | +2 | 3 | — Priority +1 | erupt |
Finishing Blow Everything it has been setting up, spent at once. Named for what it usually is. | Fist | physical | 90 | +4 | 3 | — | slash |
Flashblind One frame of pure white. The afterimage sits in the way of everything for a good while. | Bolt | status | — | +10 | 20 | attack down 100% | aura |
Flop Flops. Nothing happens, and nothing was going to. | Tide | status | — | +10 | 30 | — | aura |
Fracture Thought Quietly rearranges which way the target believes forward is. | Psyche | status | — | +10 | 10 | confuse 100% | vortex |
Fur Flurry Shakes its whole coat out at once and comes up looking twice as quick. | Normal | status | — | +10 | 20 | spd up 100% | vortex |
Gallows Grin The grin widens past where a face ought to end. Whatever happens next, it has decided it will enjoy it. | Umbra | status | — | +10 | 15 | dmg up 100% | vortex |
Giggle Something about this is funny to it. Trying to work out what is the part that gets you. | Normal | status | — | +10 | 15 | confuse 100% | aura |
Girder Fall Drops a crushing weight and buckles the target's guard. | Metal | physical | 80 | +6 | 5 | def down 25% | lunge |
Glimmer A light with no obvious source. It is warmer than it should be, and it stings. | Fae | special | 30 | +10 | 20 | — | rain |
Grit Grind Grinds its teeth flat against one another until the dust comes off, leans in, and breathes out. | Stone | physical | 45 | +8 | 15 | attack down 30% | shockwave |
Gritspray Kicks a sheet of grit up into whatever is looking at it. | Terra | special | 35 | +10 | 20 | attack down 100% | projectile |
Groundswell The ground lifts, arrives, and leaves the target with nowhere flat to push off. | Terra | physical | 60 | +8 | 10 | spd down 100% | erupt |
Grove Collapse Brings a whole canopy of itself down at once. Anything under it stops thinking for a moment. | Verdant | physical | 80 | +6 | 5 | flinch 25% | lunge |
Growl A low rumbling growl that puts the target off its stride. Lowers Attack by one stage. | Normal | status | — | +10 | 30 | dmg down 100% | aura |
Gust Cut A blade of compressed air. | Gale | special | 35 | +10 | 20 | — | barrage |
Harden Plate Everything overlaps a little further. There is nothing left to get between. | Metal | status | — | +10 | 20 | def up 100% | aura |
Haymaker Everything it has, wound up from the hip and sent. If it lands there is nothing left to say; if it does not, the ground says it instead. | Fist | physical | 110 | +2 | 3 | crash 100% | slash |
Headlong Rush Straight line, full speed, eyes open. Everything it has and none of it hidden. | Normal | physical | 75 | +6 | 5 | — | lunge |
Heartwood Strike Old growth, swung like something much younger. It takes a little back with it on the way out. | Verdant | physical | 85 | +6 | 5 | drain 100% | slash |
Hellish Appearance makes itself look bigger and scary to embrace its attack stat | Spirit | status | — | +10 | 20 | dmg up 20% | vortex |
Hex Charm A small unfair bargain the target did not agree to. Lowers Attack by one stage. | Fae | status | — | +10 | 15 | dmg down 100% | aura |
Hollow Wail A sound that saps the will to fight. Lowers Attack by one stage. | Spirit | status | — | +10 | 15 | dmg down 100% | aura |
Hunter's Focus Narrows in on the target and raises Attack by one stage. | Normal | status | — | +10 | 20 | dmg up 100% | vortex |
Icicle Pistol A sliver of ice, formed and thrown and formed again before the first has landed. | Frost | physical | 20 | +10 | 20 | multi hit 20% | shockwave |
Iron Butt A plated headbutt. | Metal | physical | 40 | +8 | 15 | — | barrage |
Jab Not meant to end anything. Meant to be there before the other one has decided. | Fist | physical | 35 | +10 | 20 | — | shockwave |
Kaiju Stomp Simply steps on the problem. Hard to aim, impossible to ignore. | Zilla | physical | 90 | +6 | 3 | crash 100% | slash |
Killing Frost Arrives overnight and without a sound. In the morning nothing that was growing is. | Frost | status | — | +10 | 10 | freeze 100% | aura |
Kindle No flame yet. Just a warmth in the air around it that keeps getting worse. | Flame | status | — | +10 | 15 | burn 100% | aura |
Korok Leaf Turns a leaf edge-on and swings it like it weighs something. Whatever it hits stops to work out what just happened. | Verdant | physical | 50 | +8 | 15 | flinch 30% | lunge |
Landslide The whole hillside decides to be somewhere else, and the target is in the way. | Terra | physical | 80 | +6 | 5 | — | erupt |
Last Word Whatever the argument was, this ends it. There is no follow-up because none is needed. | Normal | physical | 85 | +6 | 5 | — | charge-strike |
Laughing Avalanche It starts laughing. By the time it stops, most of the hill has come down with it. | Stone | physical | 95 | +6 | 3 | charge 100% | charge-strike |
Live Wire Throws itself at the target with the whole mane lit. It was never for show. | Bolt | physical | 70 | +8 | 10 | — | barrage |
Loam Break The soil under them turns over, and what it turns up is not soil. | Terra | physical | 75 | +6 | 5 | def down 25% | shockwave |
Lucid Break Applies enough pressure at once that something in the target gives way. | Psyche | special | 70 | +8 | 10 | def down 20% | rain |
Magma Crust Slams down a sheet of lava that hardens on impact, leaving the target caked in cooling basalt. Often cracks its guard open. | Stone | physical | 65 | +8 | 10 | def down 25% | shockwave |
Mandible Crush Closes both jaws at once and holds them closed. | Insect | physical | 80 | +6 | 5 | — | erupt |
Mass Obliteration Everything the user has, spent at once, with nothing kept back for afterwards. | Verdant | physical | 95 | +6 | 3 | recoil 20% | charge-strike |
Mend Knits wounds closed, restoring half of maximum HP. | Verdant | status | — | +10 | 10 | heal 100% | vortex |
Mind Fold Folds the space in front of the target over on itself. Whatever comes out the other side is rarely sure which way it was facing. | Psyche | special | 70 | +8 | 10 | confuse 25% | rain |
Mind Shatter Not a blow so much as a disagreement, delivered all at once, about which way is up. | Psyche | special | 80 | +6 | 5 | confuse 20% | projectile |
Mind Spike A thought sharpened to a point and pushed somewhere it was not invited. | Psyche | special | 35 | +10 | 20 | — | nova |
Monsoon Crash Brings down everything the sky was holding. The user is standing under it too. | Tide | special | 70 | +8 | 10 | recoil 20% | projectile |
Moonless Not a shadow. The absence of anything to cast one. | Umbra | special | 90 | +4 | 3 | — | projectile |
Murky Water Silt everywhere. Nothing is where the target last saw it. | Tide | status | — | +10 | 20 | attack down 30% | vortex |
Nettle Whatever brushed past comes away marked. The marking is the slow half. | Venom | physical | 85 | +6 | 5 | poison 100% | slash |
Nightmare Drain Takes something the target will miss and does not give it back. | Spirit | physical | 60 | +8 | 10 | drain 20% | slash |
One Hit Obliterate Everything it has, in one swing, before anything else moves. There is no second one. | Normal | physical | 100 | +20 | 1 | recoil 100% Priority +6 | erupt |
Overclock Runs itself past what it was built for. Nothing about this is sustainable and it does not intend to sustain it. | Bolt | status | — | +10 | 20 | spd up 100% | vortex |
Overshadow Stands over the problem, and waits for the problem to work out what that means. | Zilla | physical | 70 | +8 | 10 | — | slash |
Pall The light does not go out. It just stops reaching anywhere useful. | Umbra | status | — | +10 | 20 | attack down 100% | aura |
Pebble Toss Kicks up a spray of loose stone. | Stone | physical | 25 | +10 | 20 | — | barrage |
Petal Barrage Both heads come round at once and neither stops. By the time the petals settle there is a good deal less of whatever was standing there. | Verdant | physical | 110 | +6 | 3 | recoil 100% | lunge |
Phantom Grip Grips with arms that are not entirely there. Hard to place, harder to shake. | Spirit | physical | 60 | +8 | 10 | confuse 25% | erupt |
Pixie Dart A short bright line that does not appear to travel. It is simply somewhere else now, and so is the damage. | Fae | special | 50 | +8 | 15 | — | charge-strike |
Plague Breath Three throats open at once. What comes out is heavier than air and settles. | Venom | special | 80 | +6 | 5 | poison 40% | rain |
Primal Bellow Loud enough to be weather. Everything that hears it commits a little less to the next thing it does. | Zilla | status | — | +10 | 15 | dmg down 100% | aura |
Proving Rise Goes still and lets itself prove, the way dough does. Swells back up to half its maximum health. | Psyche | status | — | +10 | 10 | heal 100% | aura |
Psy-Kick The kick lands a moment before it is thrown. | Psyche | physical | 35 | +10 | 20 | — | lunge |
Psyche Explosion A thought held too tightly, let go all at once. | Psyche | physical | 65 | +8 | 10 | flinch 20% | slash |
Pyre Bloom Blossoms into a column of fire. Devastating when it connects. | Flame | special | 90 | +6 | 3 | self dmg down 100% | barrage |
Quick Snap A darting bite that always lands first. | Normal | physical | 20 | +10 | 30 | — Priority +1 | erupt |
Rake A raking swipe of claw or horn. | Normal | physical | 35 | +10 | 20 | — | charge-strike |
Ram Lowers the head and drives forward. Those horns find their mark a little more often than a plain charge does. | Normal | physical | 35 | +10 | 20 | — | barrage |
Regal Bearing Straightens up, and the room adjusts. Everything after this is taken more seriously by both of them. | Dragon | status | — | +10 | 20 | dmg up 100% | vortex |
Rime Spear A lance of clear ice. | Frost | physical | 65 | +8 | 10 | freeze 20% | shockwave |
Ripping Blow A committed, full-weight strike. No trick to it — it simply arrives. | Fist | physical | 55 | +8 | 15 | — | slash |
Riptide Swipe Sweeps a leg out from under them on a rush of cold water. | Tide | physical | 50 | +8 | 15 | spd down 30% | barrage |
Rivet Shot Small, fast, and it does not miss. Not much on its own and it knows that. | Metal | physical | 25 | +10 | 20 | — | lunge |
Roast Holds the heat on rather than throwing it, until something gives. | Flame | physical | 35 | +10 | 20 | burn 25% | charge-strike |
Rockfall Everything above the target arrives below it. | Stone | physical | 80 | +6 | 5 | — | slash |
Root Drain Siphons vitality, healing the user for half the damage dealt. | Verdant | special | 35 | +10 | 20 | drain 100% | projectile |
Rot Fang The bite is the smaller half of the problem. What was on the tooth is the rest. | Venom | physical | 75 | +6 | 5 | poison 30% | erupt |
Ruin Bloom Opens all at once into something enormous and green and final. Nothing it does afterwards will match it. | Zilla | special | 100 | +6 | 3 | self dmg down 100% | barrage |
Sap Bite Bites down and drinks what runs out, healing for part of the damage. | Insect | physical | 55 | +8 | 15 | drain 100% | lunge |
Savage Charge Throws everything forward at once. If it connects there is nothing left to say; if it does not, the ground says it instead. | Fist | physical | 90 | +6 | 3 | crash 100% | barrage |
Scale Dust A slow shimmer of pink comes off the wings and hangs in the air. Everything downwind of it moves as though the ground has turned to syrup. | Gale | special | 45 | +8 | 15 | spd down 100% | charge-strike |
Scale Nick Barely a gesture, from something that could do considerably more. It is not trying yet. | Dragon | physical | 30 | +10 | 20 | — | erupt |
Scales Bash Turns side-on and slams with a shoulder of hardened scales. | Zilla | physical | 55 | +8 | 15 | — | barrage |
Searwrap Throws a limb around the target and closes it like a griddle. Leaves marks that keep smouldering. | Flame | physical | 80 | +6 | 5 | burn 30% | shockwave |
Seed Flick Fires a hard seed at speed. | Verdant | physical | 25 | +10 | 20 | — | shockwave |
Shade Slip Strikes from the space a lamp cannot reach. | Umbra | physical | 35 | +10 | 20 | — | barrage |
Shadow Quarry Drags what it caught down to where the light stops, and comes back up heavier than it went. | Umbra | physical | 75 | +6 | 5 | drain 100% | shockwave |
Shale Break A slab gives way along a seam that was always going to go. | Stone | physical | 60 | +8 | 10 | — | charge-strike |
Shock Canon One flat crack of current, aimed rather than sprayed. | Bolt | physical | 35 | +10 | 20 | paralyze 20% | barrage |
Silent But Deadly No warning. No sound. The room simply becomes uninhabitable. | Venom | special | 55 | +8 | 15 | poison 40% | barrage |
Sinkhole The ground under the target stops being ground. | Terra | physical | 85 | +6 | 5 | — | lunge |
Sixstar Fall It lifts all six legs at once and the stars on them come away. They do not fall so much as arrive. | Fae | special | 90 | +4 | 3 | — | nova |
Skyfall Comes down from somewhere there was nothing a moment ago. Precise in a way that weather is usually not. | Gale | special | 85 | +6 | 5 | — | vortex |
Sleet Drive Ice going sideways, and enough of it that stopping seems easier than continuing. | Frost | physical | 55 | +8 | 15 | spd down 25% | erupt |
Slipstream Rides the air the target was about to move into. | Gale | special | 60 | +8 | 10 | — | barrage |
Slumber Sits down, and is asleep before it has finished sitting. Wakes up with everything back. | Normal | status | — | +10 | 5 | rest 100% | vortex |
Small Smash A modest hit that somehow leaves the user better off than it started. | Dragon | physical | 30 | +10 | 20 | heal 20% | barrage |
Solar Lance A single line of white, held for slightly too long. What it touches goes on smouldering after it has gone. | Flame | special | 120 | +2 | 3 | burn 20% | charge-strike |
Soul Toll Asks for something small, and is very clear that it is owed. Takes it either way. | Spirit | special | 85 | +6 | 5 | drain 100% | nova |
Soulsoak Draws something warm out of the target and keeps it. | Spirit | special | 70 | +8 | 10 | drain 100% | nova |
Sovereign Roar The sound a dragon makes when it has decided the argument is over. | Dragon | special | 80 | +6 | 5 | self def down 100% | nova |
Spark A small arc of current. | Bolt | special | 25 | +10 | 20 | paralyze 10% | vortex |
Spike Roll Tucks its four spikes in and rolls. It is not fast. It does not stop. | Normal | physical | 20 | +10 | 30 | — | erupt |
Spike Shed Fires its own spikes point-first. They grow back. Tearing them loose still hurts. | Stone | physical | 65 | +8 | 10 | recoil 100% | lunge |
Spike Stomp Puts a foot through the ground near enough to matter. | Zilla | physical | 35 | +10 | 20 | flinch 20% | barrage |
Spirit Wrap Something colder than fur closes around the target and holds on. | Spirit | special | 40 | +8 | 15 | — | rain |
Spore Cloud A drifting cloud of soporific spores. | Verdant | status | — | +10 | 10 | sleep 100% | aura |
Spray A stinging jet of water. | Tide | special | 35 | +10 | 20 | — | rain |
Square Up Feet move, weight shifts, and suddenly it is somewhere else first. | Fist | status | — | +10 | 20 | spd up 100% | aura |
Squeeze Wraps both arms around and squeezes. Affectionate, and quite a lot heavier than it looks. | Normal | physical | 15 | +10 | 30 | drain 20% | erupt |
Squirt Gun A thin jet, fired again and again on the chance that one of them counts. | Tide | special | 20 | +10 | 20 | multi hit 20% | charge-strike |
Stand Guard Puts itself between the door and everyone behind it. Whoever comes out next arrives braced. | Fist | status | — | +10 | 10 | guard next 100% | vortex |
Starclaw Purrs first. That is not the part anyone remembers. | Fae | physical | 65 | +8 | 10 | — | shockwave |
Starfall Waltz Something very old dances, and the sky comes down to join in. | Fae | special | 75 | +6 | 5 | self spd down 100% | beam |
Stoke Breathes in, and something inside brightens. Everything after this lands heavier. | Flame | status | — | +10 | 20 | dmg up 100% | vortex |
Stormsurge The whole shoal of current turns over at once, and everything in it seizes. | Bolt | special | 75 | +6 | 5 | paralyze 30% | beam |
Subsidence The ground has been thinking about it for a while. Then it stops holding, all at once, over an area rather than a spot. | Terra | physical | 95 | +6 | 3 | charge 100% | shockwave |
Sunder Horn Drives those grey horns in and twists. Stone splits stone, and armour splits with it. | Stone | physical | 65 | +8 | 10 | def down 30% | lunge |
Swarm Frenzy Limbs from every angle at once. Nothing that fast is steering, and it costs the attacker too. | Insect | physical | 95 | +6 | 3 | recoil 100% | shockwave |
Tackle A plain full-body charge. Every Evermon knows how to throw itself at a problem. | Normal | physical | 35 | +10 | 20 | — | slash |
Tail Sweep Swings a tail the length of a street. Whatever was standing there is no longer standing. | Zilla | physical | 40 | +8 | 15 | — | shockwave |
Take Measure Holds very still and works out exactly where the next one is going. | Insect | status | — | +10 | 20 | attack up 100% | vortex |
Tanglevine Runners come up through whatever the target is standing on and take hold of it. | Verdant | status | — | +10 | 20 | spd down 100% | aura |
Tectonic Stack Rears up layer over layer until it blots out the light, then brings the whole stack down at once. | Zilla | physical | 100 | +6 | 3 | recharge 100% | slash |
Those Eyes Looks up. Just looks up. Whatever it was about to do, it no longer can. | Fae | status | — | +10 | 10 | charm 100% | vortex |
Thought Needle Very thin, very precise, and already in before there is anything to feel. | Psyche | special | 50 | +8 | 15 | — | vortex |
Thunderhead Pulls down a storm. Wildly powerful and wildly unreliable. | Bolt | special | 90 | +4 | 3 | paralyze 30% | nova |
Tidal Wave The whole sea arrives at once. If it misses, most of it lands on the user instead. | Tide | physical | 90 | +6 | 3 | crash 35% | slash |
Tide Pull The ground stays where it is. Everything above it starts drifting the wrong way. | Tide | status | — | +10 | 20 | spd down 100% | vortex |
Titan Tread One step, with everything behind it. The ground gives — and so does whatever speed it had. | Zilla | physical | 90 | +6 | 3 | self spd down 100% | shockwave |
Toxic Cloud Settles at knee height and stays there. Holding your breath only postpones it. | Venom | status | — | +10 | 10 | poison 100% | aura |
Trample Walks through rather than around. The distinction stops mattering at this weight. | Normal | physical | 80 | +6 | 5 | — | shockwave |
Tree Bash Swings something large and wooden. Whatever is hit stops moving so freely. | Verdant | physical | 50 | +8 | 15 | spd down 20% | shockwave |
Undertow Drags at the target's footing, often slowing them. | Tide | special | 50 | +8 | 15 | spd down 30% | projectile |
Updraft Rides a rising column of air. Raises Speed by one stage. | Gale | status | — | +10 | 20 | spd up 100% | vortex |
Uproot Tears itself out of the ground to swing properly. Nothing is holding it up afterwards. | Verdant | physical | 120 | +6 | 3 | self def down 100% | shockwave |
Vine Whip A whip of green lashes out and snaps back. Quick, accurate, and the first move that hits for real. | Verdant | physical | 40 | +8 | 15 | — | shockwave |
Volt Wake A charged trail left hanging in the water behind it. | Bolt | special | 40 | +8 | 15 | paralyze 15% | rain |
Wellspring Finds water nobody else noticed and takes its time about it. | Tide | status | — | +10 | 10 | heal 100% | aura |
Wisp A cold light that passes through armour as if it were not there. | Spirit | special | 35 | +10 | 20 | — | projectile |
Wraithstrike Comes through the guard rather than around it, because it was never solid to begin with. | Spirit | physical | 80 | +6 | 5 | — | charge-strike |
Wyrmbreath A low exhalation that carries something older than fire in it. | Dragon | special | 45 | +8 | 15 | paralyze 15% | vortex |
Wyrmfire Older than fire and not especially related to it. Goes through the places fire stops at. | Dragon | special | 90 | +4 | 3 | — | projectile |
Wyrmwing Beat One downbeat, and the air folds. Older than it looks and much heavier. | Dragon | special | 60 | +8 | 10 | — | rain |
Zero Point Takes the heat out rather than putting cold in, which is a different thing and a worse one. | Frost | special | 90 | +4 | 3 | freeze 20% | projectile |
Zilla Claw One claw, unhurried, from something that has never had to hurry. | Zilla | physical | 60 | +8 | 10 | flinch 20% | erupt |
Zoomies Six laps of the room at full speed for no stated reason. Impossible to intercept. | Fist | physical | 45 | +8 | 15 | — Priority +1 | slash |